Group#alignIn()
  • References/Game Development/Phaser/Game Objects/Group

alignIn(container, position, offsetX, offsetY)

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Creature#animations
  • References/Game Development/Phaser/Game Objects/Creature

animations : Phaser.AnimationManager

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Group#addAll()
  • References/Game Development/Phaser/Game Objects/Group

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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Create#bmd
  • References/Game Development/Phaser/Game Objects/Create

bmd : Phaser.BitmapData The internal BitmapData

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GameObjectFactory#text()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

text(x, y, text, style, group

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Creature#width
  • References/Game Development/Phaser/Game Objects/Creature

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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InputHandler#priorityID
  • References/Game Development/Phaser/Game Objects/InputHandler

priorityID : number The priorityID is used to determine which game objects should get priority when input events occur. For example

2025-01-10 15:47:30
GameObjectCreator#filter()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

filter(filter) → {Phaser.Filter}

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Group#sort()
  • References/Game Development/Phaser/Game Objects/Group

sort(key, order) Sort the children in the group according to a particular

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Component.LoadTexture#frame
  • References/Game Development/Phaser/Game Objects/Components/Component.LoadTexture

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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